/Engine/Plugins/Runtime/SmartObjects/Source/SmartObjectsModule/Public/SmartObjectSubsystem.h
The location validation is done in following order:
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FSmartObjectSlotEntranceLocationRequest
bool
bCheckEntranceLocationOverlap
If true, check user capsule collisions at the entrance location.
bool
bCheckSlotLocationOverlap
If true, check user capsule collisions at the slot location.
bool
bCheckTransitionTrajectory
If true, check collisions between navigation location and slot location.
bool
bProjectNavigationLocation
If true, try to project the location on navigable area. If projection fails, an entry is discarded.
bool
bTraceGroundLocation
If true, try to trace the location on ground. If trace fails, an entry is discarded.
bool
bUseSlotLocationAsFallback
If true, include slot location as a candidate if no navigation annotation is present.
ESmartObjectSlo...
LocationType
Enum indicating if we're looking for a location to enter or exit the Smart Object slot.
TObjectPtr< con...
NavigationData
Navigation data to use for the navigation queries.
FVector
SearchLocation
Search location that may be used to select an entry from multiple candidates.
FSmartObjectSlo...
SelectMethod
How to select an entry when a slot has multiple entries.
TObjectPtr< con...
UserActor
Actor that is using the smart object slot. (Optional)
TOptional<FSma...
UserCapsule
Size of the user of the smart object.
TSubclassOf<US...
ValidationFilter
Filter to use for the validation.